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Development timeline

A realm,
one release
at a time.

From the first steps in Brookhollow to a world with stories of its own. A record of the updates that made Loneshard.

Explore the history
Four adventurers look out over Loneshard’s moonlit realm.
One player. A world taking shape.

October 2026

03 milestones
  1. Hollowlight lights up the realm

    Brookhollow and Thredholt welcomed Hollowlight with pumpkins, lanterns and festive adventurers. Lanternkeeper Nell’s seasonal questline brought a cosmetic pumpkin head, while Roads & Records added regional quests and a dedicated quest journal.

    • Three solo Lost Draft expeditions and free talent resets
    • Clearer quest guidance and fixes for retrying named hunts
    • Optional content update notifications and removal of advertising tracking
  2. Loneshard speaks German

    German arrived across dialogue, quests, items, menus and system messages. Automatic language detection and a language picker let players choose how to experience the realm, with saves and co-op working across languages.

  3. Android joins the adventure

    Loneshard was available on Google Play for Android phones and tablets. The official site added both store downloads, bringing the free first act and permanent Full Game Unlock to players on iOS and Android.

September 2026

07 milestones
  1. Make the view your own

    Independent interface scale and camera zoom, larger iPad controls and chat while exploring made the realm easier to play on different screens. Rarity-colored item names, clearer unlock messaging and improved save-backup imports rounded out the update.

  2. A realm in your pocket

    Loneshard arrived on the App Store for iPhone and iPad. Players could explore the complete Brookhollow act free, then unlock the rest of the campaign with one permanent purchase.

  3. Ready for more screens

    Larger tablet controls, fullscreen and audio recovery fixes, revised quest markers and side-quest rewards refined the journey. Separate interface-scale and camera-zoom settings let players adjust the view.

  4. New roads, old mysteries

    Bramblemarch gained the South Road quest chain, while the Loomfells received its own spectral landscape, field mysteries and the Unwritten Hart hunt. Legendary equipment gained distinct wardrobes for all four classes.

    • South Road fieldwork and a route out of Thredholt
    • Loomfells mysteries and collectible titles
    • Weapon sheathing and a more compact character creator
  5. The painted world

    A complete visual pass brought painted heroes, equipment, creatures, bosses and mounts into the realm. Buildings, trees, roads and fieldwork objects followed, giving each region a more distinct identity.

  6. An adventurer’s dashboard

    Nine illustrated menu tiles replaced the long menu list. Quick access to quests, abilities and the Homestone put the everyday tools of an adventure within reach.

  7. More ways to find your way

    Tap-to-move added obstacle-aware travel. Gathering, repairs, rescues and scouting gave quests more variety, while revised starter pacing and Senna’s horse handoff made the first journey clearer.

    • Tap movement alongside joystick and keyboard controls
    • Four character slots, one for every class
    • A personal introduction to your first mount

August 2026

11 milestones
  1. One More Run, one connected realm

    The open continent and geographic maps connected the journey. The campaign received its One More Run rewrite, dungeons gained their own soundtracks, and world transitions gained illustrated loading screens and safer co-op cutscenes.

  2. A realm you discover on foot

    Bramblemarch opened as briar country. Fog of war made exploration part of the map, deeper nights filled towns with lamplight, and new arrows, swing arcs and impact effects gave combat more weight.

  3. Bosses ask more of you

    A difficulty pass added clearer enemy danger, boss mechanics and a fuller quest log. Reward tuning preserved worthwhile boss and rare drops while reducing the flood of ordinary loot.

  4. The world finds its voice

    The first regional soundtrack arrived: eleven tracks covering thirty zones. Birds, crickets, owls, wind and water added an ambient layer, while abilities became rewards earned along the road to level 20.

  5. Every class moves differently

    Casting staffs, loosing bows, outward sword swings and dagger thrusts gave each class a clearer combat identity. Character selection began showing the hero you actually built.

  6. Reasons to stay after the story

    The Veilmare hunt, mount tiers, earned titles and the Chronicle gave adventurers more to pursue. The Loom raid grew into open boss arenas, Hemstead gained the Selvage reputation vendor, and co-op learned to reconcile different story progress.

  7. A campaign with an ending

    The Sundering, the Loomfells and the Loom brought the campaign to its conclusion. The final encounter and a lasting player choice turned the journey into a complete story.

  8. A solo world that feels like an MMO

    Thredholt became a proper capital. Party roles, group finding, need-or-greed loot and five regional dungeon questlines made the simulated server feel more alive. Rogue joined the class roster, and mounts joined the journey.

  9. Beyond the first horizon

    The mainland expanded through prairie, snow, twilight forest, desert and volcanic country. Regional wildlife, world events, new dungeon layouts and the Homestone made a larger world worth crossing.

  10. The Seam opens

    Defeating Skarn opened the way to Aldervale and a second world. Six-ability class kits, three-ability loadouts, talents, equipment repairs and the first dungeon established the shape of the adventure.

  11. Loneshard takes shape

    The early game took the name Loneshard. Character customization, rarity-based loot, save slots and backup codes joined the tutorial and quest guidance. An installable, offline web build made the realm portable.

Every realm starts somewhere.

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